Level2 = Level1.extend({
	init: function(context, images, enemyShotAudio) {
		this._super(context, images, enemyShotAudio);
		
		this.firstShootFromEnemy = 1000;
		this.secondShootFromEnemy = 2000;

	},
	
	generateRandomEnemies: function() {
		var self = this;
		
	    var randomNumber = Math.floor(Math.random()*4);
	    this.Shoot = 0;
	    	    	
		switch (randomNumber) {
			case 0:
				self.enemy = new Enemy21(self.context, self.image[0]);		
				self.activEnemyPosition = self.enemy.initEnemy(self.Shoot);				
				var d = new Date();
				this.initDateEnemy = d.getTime();
				break;
			case 1:
				self.enemy = new Enemy22(self.context, self.image[1]);
				self.activEnemyPosition = self.enemy.initEnemy(self.Shoot);
				var d = new Date();
				this.initDateEnemy = d.getTime();
				break;
			case 2:
				self.enemy = new Enemy23(self.context, self.image[4]);
				self.activEnemyPosition = self.enemy.initEnemy(self.Shoot);
				var d = new Date();
				this.initDateEnemy = d.getTime();
				break;
			case 3:
				self.enemy = new Enemy24(self.context, self.image[5]);
				self.activEnemyPosition = self.enemy.initEnemy(self.Shoot);
				var d = new Date();
				this.initDateEnemy = d.getTime();
				break;
			default:
				break;
			};	
	}
	
})